Code Bunny by Stevie257





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JAM version
Post-JAM update 1.0
Introduction
Play as Code Bunny - a digital creature living in the circuits of your CPU! Use her energy blade to destroy all bugs and glitchy pieces of code to compile the program and keep the system running!
Controls
- WASD - Move
- LMB - Attack
- RMB - Dash Attack
- Hold E or MMB - Heal
- Space - Dash
Features
- Blade attacks increase your energy and destroy incoming projectiles.
- Complete the blade combo for a powerful final attack.
- Power up your blade by landing hits and avoiding taking damage.
- Use energy to perform a special dash attack. You're invulnerable during the dash attack.
- Repair the Code Bunny by converting energy into health.
- Dash to quickly move around or avoid enemy attacks.
- Kill all bugs and glitches to complete the wave.
- Glitches produce more bugs.
- Pick 2 upgrades at the end of each wave.
Credits
Programming, music - Stevie257
Models, animation, rigging - Bstabuu
Base character animations - Mixamo
SFX - pond5
| Link | https://stevie257.github.io/CodeBunny/ |
| Original URL | https://ldjam.com/events/ludum-dare/56/code-bunny |
Ratings
| Overall | 61th | 4.162⭐ | 36🧑⚖️ |
| Fun | 37th | 4.162⭐ | 36🧑⚖️ |
| Innovation | 668th | 3.136⭐ | 35🧑⚖️ |
| Theme | 569th | 3.647⭐ | 36🧑⚖️ |
| Graphics | 199th | 4.235⭐ | 36🧑⚖️ |
| Audio | 58th | 4.132⭐ | 36🧑⚖️ |
| Humor | 860th | 2.339⭐ | 30🧑⚖️ |
| Mood | 286th | 3.838⭐ | 36🧑⚖️ |
| Given | 41🗳️ | 38🗨️ |
That said, there are a couple things that could make the game even better:
- A cohesive art style - flat shading everywhere in which a rather detailed sword swing VFX looks rather out of place
- Shift to dash - might be just me, but in my gamer brain, shift is always the go faster button, never space
- Menus - I know we all hate making menus, but your game looks a lot better than your menu :smile:
- Power state changes - the blue -> purple -> red transitions feel great, but the whole system is a bit glitchy, sometimes not resetting when I start a new wave or randomly downgrading me from red to blue directly, only to then upgrade me to purple a moment later
Made it all the way to the end of wave 15 (the game stated to fell laggy after ware 12 or so when there was to many enemies on screen), the difficulty curve ramp up nicely
The combat feels great, the visuals are nice, the particle effects are amazing.
My only neat pick are that the regular dash feels a bit underwhelming, especially when you also have a dash attack.
Also the UI between waves could use some polish, the CPU image in the background doesn't look so good in my opinion.
Felt sad, though, when it turned out, that I can possibly be red, but I can't really even spamming attacks doesn't allow you to continuously stay in the color. But this might easily be solved with higher pace
1. Make the default character speed a bit higher
2. Move the energy indicator from the corner to the character to make it easier to see
3. Slightly increase character acceleration after stopping during attack while moving
Great job!
I love the simple graphics and flowy combat. The sound effects elevated this project to a whole new level. I would absolutely play the heck out of a full game with more enemies and level types. Very cool, solid vision, and well made.
Overall this game was phenomenal, already feels close to a full finished quality game in just 3 days, simply amazing.
I wonder if a rebalance for the upgrades might be in order as well, making rank 3s rarer or something.
The armored bugs were a great idea and the energy management was smooth and flowed well. Perhaps an area denial enemy might fit later stages? Glitches had three health segments and seemed to get invulnerability briefly when one was depleted. I wonder if having later glitches cycle down through the "power intensity" colors as you remove segments might be fun, with them spawning more/harder enemies when they're closer to full health.
Anyway, really impressed, the music was very energetic, and the overall pace really enjoyable.
By level 21 it's almost unplayble for me. :(

- A Faster attack animation. It just felt a bit slow to me for a sword slash.
- A little more feedback when you take damage might be nice
Question about the music. Did you have two versions of the track playing, and you would crossfade between a more subtle one during the upgrades and a more intense one during the fight? That's what it seemed like to me at least! Overall very fun entry guys, nice work
- In this game, we are moving with WASD and then your mouse attack takes over any WASD input, making the player have to wait for the attack to finish to be able to control movement again. This is just my personal opinion but, in this kind of top down game, tight control over the movement is something essential, and it is lost due to this duality of mouse attack/direction also affecting movement.
I would personally like much more if the attack didnt affect movement at all(hotline miami style), or if you attack in the direction you are already moving to(hyper light drifter style).
- Shift to dash is a standard on this kind of game and it just works.
First off, big ups for the dynamic music - loved the way that the layers popped in and out in response to the action on-screen. Nice approach to the theme too - I know our team and many others ended up in the sort of forest-y realm, so this felt fresh to see and play.
Agree with other comments about the attack interrupting movement feeling a little off - movement itself felt pretty tight, and the attack itself felt juicy, but the interaction between the two made me feel a little clumsy rather than deadly some of the time.
Love the visual feedback and attention to detail, some cool variation in enemny types, and an interesting upgrade tree. Strong submission indeed!!
@just-a-dev the CPU is actually a 3d model... I was going to make a full model of the motherboard for the screen between waves but it was low on priority list so we ended up with just a CPU and a flat image.
@vengerbergskaya @grizeldi about sword color system: power is gained by dealing damage and lost by taking damage. The color you obtained also doesn't reset between waves. Currently it's a little hard to maintain a power state though, because attacks from enemies aren't telegraphed enough. We had an idea on how to fix it but ran out of time. We're gonna implement it should we make a post jam version.
@tricky-fat-cat @cpaz @just-a-dev We have decided early on that the game will be "movement-focused" but even after all the tweaks it seems like it wasn't enough... Thank you for the feedback, it's really important.
@tricky-fat-cat @cpaz totally agree about the UI. It definitely needs to be placed somewhere it's easier to see. We might even make it part of the character itself if we make an updated version.
@thesmellofoxygen @mrtroy thanks for the feedback and suggestions, and we're aware of the performance issues and it was even worse in one of the earlier builds... We have implemented some fixes but it wasn't enough to fix it completely. We assumed no one would play long enough to notice the performance issues but it looks like we were wrong.
@deantwotwo thank you for the suggestion. Once you have eliminated all glitches, all of the remaining bugs will chase the player. However if we make an update I think we will simply make all bugs lose HP quickly if there are no glitches remaining. If the level will become more complex however, the minimap is definitely needed.
@rhyst there's definitely something up with the energy, I have noticed it too... I will check it with my programmer.
@jordantanner that's correct, @stevie257 made the music adapt to the situation on screen. Agree that there should be more feedback when player is hit. It will go into the to-do list together with more enemy telegraphing for the potential post-jam version.
@rio85 @lachlan-james we actually had a hotline miami style movement in mind initially and the earliest prototype had it. But in the end, considering all things, we've decided on the movement we have currently. I agree it needs some tweaking to make it less clumsy.
Thank you all for playing our game and lots of useful feedback!